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Green Mage specializes in using Green Magick, a school of spells dedicated to granting status buffs to allies and inflicting status ailments upon enemies. Green Mages wield hammers and maces, and are one of the most physically powerful mage classes, second only to the Blue Mage.

The Green Mage's highest stat is Magic Attack even if they learn no spells that use it. Protect and Shell are Green Magick abilities, and the Green Mage assumes supportive duties ordinarily attributed to White Mages.

The Green Mage's Magick stat is sub par compared to other mage types, but because statuses are unaffected by the Magick stat, this does not pose a major problem. The Green Mage's Speed growth is second only to the Assassin, which makes it unique as a mage. The Tranq spell makes many of the lower-accuracy abilities more usable, such as Beat Down, Death, and Viola. Their only weaknesses are their weak defensive and offensive stat growth.

Tranq and Leap are favorable to use as an Assassin, since Assassins should be nimble and dexterous. Tranq boosts the accuracy of inflicting debuffs by another 30%. It can be useful against units with poor Resilience, like Paladins, and most seeq jobs. It does not improve debuff abilities with halved accuracy like Graviga and Beat Down.

It is a good idea to use Oil and pair Green Mages with Black Mages' Fire magicks and Summoners' Ifrit. This can aid in disposing monsters specifically weak to Fire, such as Ice Flan and Ice Drakes, and especially the speedy Dreamhares.

An easy way to fight Green Mages is to have multiple units with Charm inducing abilities. Inflicting Silence can also render them useless. Slow is useful as well, due to their speed. Pairing up with Green Mages to use Tranq on long-range units, such as Archers or Fusiliers with their Concentration Support can easily give them a dose of their own medicine by using abilities like Cupid or Charmshot.